The Contra series has always been one of gaming's greats: incredibly simple yet fun gameplay, top-notch design, and of course, what the games are most known for, a hard-as-nails difficulty level. After multiple failed attempts to create a good 3D Contra game, the DS recently got a brilliant new 2D entry that, surprisingly, wasn't developed by series creator Konami. They've now taken matters back into their own hands, but has Konami learned anything from WayForward's entry?
In Contra ReBirth, you once again take control of the original game's hero, Bill Rizer. His partner, Lance Bean, has gone missing and it's up to him and a character who will be unfamiliar to most (and who is apparently a samurai, although he looks almost identical to Bill and uses the same guns) named Genbei Yagyu. Although the story is completely unimportant and not very interesting to boot, it is told using anime-style images between each level that are pretty nice to look at.
Some conveniences from Contra III, the game ReBirth seems most inspired by, have been omitted; there are no more smart bombs that eliminate all on-screen enemies, and it's no longer possible to hold both your weapons at the same time for double firepower. You'll just have to deal with the enemies one gun at a time!
Much like Gradius ReBirth, the game is surprisingly short. There's only five stages, but on the plus side, all of them are action-packed. Previous games sometimes broke up the action by including levels with completely different gameplay (such as the second and third game's overhead stages), which for the most part were fairly easy to beat, but none of those appear here. At the end of each stage you'll usually fight a mini-boss and stage boss in quick succession, usually together with something unexpected happening; how awesome is it to fight a giant worm in the middle of space while standing on moving debris from a spaceship that just blew up?
Thankfully, there's a bit of replay value. Beating the game on Easy and Normal will unlock two extra characters to play as (neither of them Lance Bean, strangely enough), while beating Hard actually unlocks an even more difficult Nightmare setting, in which every enemy you kill will leave behind a blue ring that instantly flies in your direction!
The levels all obviously include little nods to the previous games in the series; level two is almost a direct copy of the first stage from Contra III, while other sections of the game are bound to give you flashbacks of very similar locations from the other games. Naturally, a few of the series' final bosses also return to make your life miserable in the final stage.
Konami has once again opted for a very retro look for the game, which has worked out very nicely. There's a clear resemblance to Contra III in terms of graphics, but everything looks nice and smooth instead of pixelated, and the characters all have many more frames of animation. The music consists of remixes of old Contra tunes along with a few new songs, suiting the action perfectly.
Gradius ReBirth was a bit too short and easy compared to previous Gradius games (especially because previous games in the series already were pretty short), but with Contra ReBirth, Konami has struck the balance just right: there's only five levels, but they're all decently sized and quite challenging to get through. Once you think you've perfected your skills, you can try and see if you can make it through Nightmare mode, and of course, 2-player mode is always fun. For just 1000 Wii Points this is really a great deal and proof that Konami still has what it takes to make a good Contra game of their own.
I like this game, but I have one major niggle.
I remember in Contra III, 2-Player Mode, if one of the players lost all their lives, there was some button to press so they could "borrow" an extra life from their partner. There doesn't seem to be a way to do this in Contra Rebirth, so the player who lost all their lives has to hang about for ages till the other player loses all their lives and "continues" before they can play again.
And anyway Nintendo Naut 5 stags is a lot for Contra considering all the times your about to die. And it takes even longer for you to master the stages/bosses/weapons and then you have co-opp which can add more replay value and hilarious FAIL calls when your friends die like a punk lol.
this looked good. I think this has more appeal than gradius rebirth since most of those games were already similar and people might have actually wanted something more different. however, people have been wanting more classic snes/nes styled contra and thats what this delivers.
is the laser actually useful in this? I never found it useful before and would use any other weapon.
I appreciate the reduction in complexity, is the dual weapon jump really useful anyway? I found that focused fire tends to have more of an effect. The smart bombs weren't in C4 either I think, they're not necessary either way.
I wonder why they left out double firepower when the classic "pose" is included on the character select screen.
Slightly disappointed to have my fears that they've basically remade a level from Contra 3 instead of making all new content. Contra: Rehash?
@KDR_11k I quite like smart bombs as a last resort , they give me a bit of power back, a clear the screen option. DS Contra 4 did have smart bombs, but they were pretty limited.
I also missed not being able to call up the ESWAT car in Streets of Rage 2. lol.
The Wiiware game is more traditional but fun to play. And boy, the later stages are hard to beat! The 5 stages are pretty long and as the review says,, there are minibosses and stuff to keep you from compleating the game easily.
All levels are original, but just like every game in the series some elements in the background remains the same. There are citylevels in both this, CIII, harcorps and Shattered Soldier. I expect to see a junglelevel and an alien lair later in the game and thats fine as long as the stagelayout is completely new.
And for the five gazillionth time, people: Just because a game is short does not make it bad. I get truly tired of this nonsensical equation, especially by virtue of how "short" every Contra game has been.
Amen. This attitude still surprises me too. Would you rather pay $60 for a disc game that lasts 14 hrs and is crappy to play (which is pretty much what 75% of all "core" games are these days), one where you play it once then put it down forever, or $10 for multi-player, old-school, highly repayable bliss?
Sorry @KDR_11k , my DS Contra 4 smart bomb comment 29 was pretty vague.
I've been playing Contra 4 today, in preparation for Contra ReBirth.
It has smart bombs in rare and limited spots, when I first played this game I thought they were useless icons (they look like empty golden eagle weapon slots). However, if you collect them, they will destroy all basic enemies on screen.
Contra developers are rarely that kind and they have placed these smart bomb collectibles in such awkward places, that I often die trying to collect them! lol
I enjoyed Contra III: The Alien Wars/Super Probotector: Alien Rebels to the fullest extent (though I still need to beat Easy mode). This game I'll hold into consideration, 'cause I love challenge and am willing to dish out 1000 Wii Points to try this game.
[Now if only I had a Wii Points card ]
Its actually easier than most Contra games, I managed to get through all 5 levels on easy (with 7 lifes) pretty quick. Its also therefore less frustrating though, so not a bad thing. Its very stripped down compared to Contra 4, but overall I think its a pretty great update - solid arcade action, thankfully (occasionally) they do make 'em like they used to!
The graphics on this game suck. Not only do they lack detail but they're also kind of blurry - almost like they've been scaled with a filter. The music is once again functional but un-exceptional and the sounds effects just about do the trick.
The gameplay is fairly fast paced and true to the series but the bosses: dear god they are some of the dullest creations I've ever seen and as far as I can tell, there's at least one re-hash. Not that any I've come across have presented much of a challenge.
I'm in two frames of mind about completing the game. Do I want to to complete the game just to justify spending an extra 200 points on an inferior game to Aliens Wars or should I leave it and have a laugh with my friends at yet another quick and dirty remake? Why Nintendo are seemingly dropping the VC in favor of subjecting us to half-arsed rehashes is beyond me. I'm surprised this doesn't have DLC at 200 points a pop to buy the extra characters instead of unlocking them in game.
Final verdict: An un-acceptably easy and short addition to the Contra series with poor production values and little replayability once you've beaten the game once. 6/10 (7/10 tops if you use the usual fanboy glasses)
After spending my afternoon with this, I must say, for me this IS my favorite contra game. I do play on easy mode though,and of course i die alot,but this is the most forgiving Contra game ever.Why do i think this is the best contra ever made? Because it's the most balanced in difficulty. I agree the graphics do stink that's why i give it 9/10
I want Wario Land Shake It!, Klonoa, Muramasa on Wii and KOF XII, BlazBlue, Ghostbusters, Battle Fantasia on PS3... etc etc...&...I really want WiiWare Contra ReBirth.
"You can't always get what you want, but if you try sometimes... you'll get what you need".
You know the chime when NES Fire Mario headers coin blocks to download a new game. He gets more and more frantic the closer you get to completing the download. It is magic that isn't it?
Goodbye comments board, hello Contra ReBirth!
I will return to join back in on the discussion later (possibly, much, much later!).
Yay, I've finished Contra Rebirth on Easy and it's everything I hoped it would be. Area 3 is cool, mode 7 enemies are presented like the opposite of Turtles in Time (i.e. they fly into the screen rather than being flung out).
Easy level is actually very fair for a Contra game, generous even, especially by letting you keep hold of your weapons after you die and providing unlimited continues. There is no 'Barrier' collectible this time though, correct me if I am wrong fellow Nintendo Lifers.
Do not be put off downloading this, if you think it will be too difficult. I think it is the most accessible Contra yet.
Those after a challenge can simply up the difficulty and limit you continues. Plus, I am happy with 5 action packed levels, even if the game is short. Late '80s arcade games often had a similar lifespan, it was all about the replayability and I already know that I'll repeatedly be going back to this one.